SmashWiki:Glossary: Difference between revisions

→‎Smash-specific: time out is being moved to general terminology
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*'''[[Advanced technique]]''': A technique that is not one of the game's basic moves, and requires more than mere basic inputs to successfully perform.
*'''[[Advanced technique]]''': A technique that is not one of the game's basic moves, and requires more than mere basic inputs to successfully perform.
*'''[[Aerial]]''': An attack that a character performs while airborne. In each ''Smash'' game, every character has five different aerials, one for each of the four basic directions and one for no directional input. The type of aerials are:
*'''[[Aerial attack]]''': An attack that a character performs while airborne. In each ''Smash'' game, every character has five different aerials, one for each of the four basic directions and one for no directional input. The type of aerials are:
**'''[[Neutral aerial]]''': Referred to as "nair" for short, an aerial inputted when the attack button is pressed without any directional input. Neutral aerials are typically weak and the character's aerial attack with the fastest start-up, while involving being a type of [[sex kick]], or an attack where the character spins.
**'''[[Neutral aerial]]''': Referred to as "nair" for short, an aerial inputted when the attack button is pressed without any directional input. Neutral aerials are typically weak and the character's aerial attack with the fastest start-up, while involving being a type of [[sex kick]], or an attack where the character spins.
**'''[[Forward aerial]]''': Referred to as "fair" for short, an aerial inputted when the attack button is pressed in conjunction with the direction the character is facing. Forward aerials typically involve some sort of attack towards the front of the character. Effect wise, there is no common arch-type for forward aerials, with their speed, power, reach, and trajectory varying greatly across characters.
**'''[[Forward aerial]]''': Referred to as "fair" for short, an aerial inputted when the attack button is pressed in conjunction with the direction the character is facing. Forward aerials typically involve some sort of attack towards the front of the character. Effect wise, there is no common arch-type for forward aerials, with their speed, power, reach, and trajectory varying greatly across characters.
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**'''[[Grab aerial]]''': Referred to as "zair" for short, an unique aerial inputted when the grab button is pressed. Only characters with tether grabs can use a grab aerial.
**'''[[Grab aerial]]''': Referred to as "zair" for short, an unique aerial inputted when the grab button is pressed. Only characters with tether grabs can use a grab aerial.
*'''[[Auto-canceling]]''': If a character lands with an aerial during a specific timeframe of the attack (usually the immediate beginning or immediate end of the move), the character will land with their standard landing animation instead of the aerial's landing animation, resulting in almost no landing lag.
*'''[[Auto-canceling]]''': If a character lands with an aerial during a specific timeframe of the attack (usually the immediate beginning or immediate end of the move), the character will land with their standard landing animation instead of the aerial's landing animation, resulting in almost no landing lag.
*'''[[Blastline]]''': The invisible boundaries on the four sides of a stage, that will KO a character who passes them, whether by being knocked past them or moving past one themself. The exception is the top blastline, which will only KO when a character passes one while in knockback.
*'''[[Blastline]]''': The invisible boundaries on the four sides of a stage, that will KO a character who passes them, whether by being knocked past them or moving past one themselves. The exception is the top blastline, which will only KO when a character passes one while in knockback.
*'''[[Chain grab]]/chain throw''': A series of consecutive throws that allow the player to regrab the opponent before they can escape; essentially a combo involving throws. It is most prominently featured in ''Melee'' and ''Brawl'', and is not possible to perform in ''SSB4'' and ''Ultimate''.
*'''[[Chain grab]]/chain throw''': A series of consecutive throws that allow the player to regrab the opponent before they can escape; essentially a combo involving throws. It is most prominently featured in ''Melee'' and ''Brawl'', and is not possible to perform in ''SSB4'' and ''Ultimate''.
*'''Clang''': When two attacks collide into each other. It will either result in the attacks canceling each other out (if they deal similar damage) or one overriding the other (if one is significantly stronger than the other).
*'''Clang''': When two attacks collide into each other. It will either result in the attacks cancelling each other out (if they deal similar damage) or one overriding the other (if one is significantly stronger than the other).
*'''[[DACUS]]''': Short for "dash attack-canceled up smash", an act where a player immediately cancels their dash attack with an up smash, which results in some characters sliding forward a significant distance while performing their up smash. It can only be done in ''Brawl''.
*'''[[DACUS]]''': Short for "dash attack-cancelled up smash", an act where a player immediately cancels their dash attack with an up smash, which results in some characters sliding forward a significant distance while performing their up smash. It can only be done in ''Brawl''.
*'''[[Dash attack]]''': A type of attack that a character can perform while dashing. Typically involves the character moving forward a small distance while attacking.
*'''[[Dash attack]]''': A type of attack that a character can perform while dashing. Typically involves the character moving forward a small distance while attacking.
*'''[[Dash dancing]]''': The act of repeatedly dashing back and forth, done to either confound the opponent or to show off.
*'''[[Dash dancing]]''': The act of repeatedly dashing back and forth, done to either confound the opponent or to show off.
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**'''Down''': Likewise with up, all characters can do a downward-directed attack on the ground or in the air.
**'''Down''': Likewise with up, all characters can do a downward-directed attack on the ground or in the air.
**'''Sideways''': On the ground, attacks directed to the left or right are referred to as "side" attacks.
**'''Sideways''': On the ground, attacks directed to the left or right are referred to as "side" attacks.
**'''Forward''': Offensive moves initiated while moving forward in the air. Also tends to be used for side ground attacks; "forward tilt" and "side tilt", and "forward smash" and "side smash", refer to the same attack.
**'''Forward''': Offensive moves initiated while moving forward in the air. Also tends to be used for side ground attacks; "forward tilt" and "side tilt", and "forward smash" and "side smash", refer to the same attack - this is not true for aerial attacks.
**'''Back''': Offensive moves initiated while the control stick is pointed in the opposite direction of where the character is facing.
**'''Back''': Offensive moves initiated while the control stick is pointed in the opposite direction of where the character is facing. Primarily only applies to aerial attacks, though there are a few [[command input]] moves that use this direction.
**'''Neutral''': No input given other than the attack button.
**'''Neutral''': No input given other than the attack button.
*'''[[Directional influence]]''': If a player holds the control stick in a direction as they are struck with an attack, they will slightly alter their launch trajectory in the direction they were holding their control stick. Can be utilized to live longer and to escape combos. Referred to as "DI" for short.
*'''[[Directional influence]]''': If a player holds the control stick in a direction as they are struck with an attack, they will slightly alter their launch trajectory in the direction they were holding their control stick. Can be utilized to live longer and to escape combos. Referred to as "DI" for short.
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*'''[[Footstool]]''': An action involving gaining height by jumping off a character's head and putting them in a "footstooled" animation that immobilizes them. When a footstool does not put the character in a "footstooled" animation, it is known as a phantom footstool.
*'''[[Footstool]]''': An action involving gaining height by jumping off a character's head and putting them in a "footstooled" animation that immobilizes them. When a footstool does not put the character in a "footstooled" animation, it is known as a phantom footstool.
*'''[[Gimp]]''': A KO that involves disrupting an offstage opponent's recovery, resulting in them failing to make it back to the stage and falling to their death at the bottom blastline, rather than forcefully knocking them past a blastline.
*'''[[Gimp]]''': A KO that involves disrupting an offstage opponent's recovery, resulting in them failing to make it back to the stage and falling to their death at the bottom blastline, rather than forcefully knocking them past a blastline.
*'''[[Glide]]''': A technique in ''Brawl'' that allowed some characters to glide through the air and travel long distances.
*'''[[Glide toss]]''': A technique that involves immediately cancelling a character's roll by throwing an item, which results in the character sliding in the roll's direction while throwing the item. The distance slid depends on the character, what direction the character was rolling, and the specific time they interrupted the roll. The distance slid can vary from character to character, ranging from covering almost no distance to traveling almost the entire stage length. In ''SSB4'' and ''Ultimate'', canceling a roll into an item throw completely halts the user's horizontal momentum, and in ''Ultimate'', the window to perform the technique has been reduced to only two frames, so the technique sees most use in ''Melee'' and ''Brawl''.
*'''[[Glide toss]]''': A technique that involves immediately cancelling a character's roll by throwing an item, which results in the character sliding in the roll's direction while throwing the item. The distance slid depends on the character, what direction the character was rolling, and the specific time they interrupted the roll. The distance slid can vary from character to character, ranging from covering almost no distance to traveling almost the entire stage length. In ''SSB4'' and ''Ultimate'', canceling a roll into an item throw completely halts the user's horizontal momentum, and in ''Ultimate'', the window to perform the technique has been reduced to only two frames, so the technique sees most use in ''Melee'' and ''Brawl''.
*'''[[Helpless]]'''/'''Special fall''': A state where a character in the air is unable to perform any action until landing. Typically occurs after performing a recovery move, and is indicated by the character being stuck in a character-specific pose while flashing.
*'''[[Helpless]]'''/'''Special fall''': A state where a character in the air is unable to perform any action until landing. Typically occurs after performing a recovery move, and is indicated by the character being stuck in a character-specific pose while flashing.
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*'''[[Short hop]]''': A smaller jump, done by tapping the jump button briefly and letting go near immediately.
*'''[[Short hop]]''': A smaller jump, done by tapping the jump button briefly and letting go near immediately.
*'''[[Smash attack]]''': A powerful offensive ground move that can be charged for additional damage. Every character has three types of smash attacks;
*'''[[Smash attack]]''': A powerful offensive ground move that can be charged for additional damage. Every character has three types of smash attacks;
**'''[[Forward smash]]''': Also known as "side smash, and referred to as "f-smash" for short, inputted by pressing the attack button in conjunction with a tapped left or right directional input. Typically involves the character throwing a mighty blow in front of them, with generally more reach than their other attacks. Forward smashes are usually the character's slowest but most powerful smash attack, and one of the character's most powerful attacks, if not their strongest altogether.
**'''[[Forward smash]]''': Also known as "side smash", and referred to as "f-smash" for short, inputted by pressing the attack button in conjunction with a tapped left or right directional input. Typically involves the character throwing a mighty blow in front of them, with generally more reach than their other attacks. Forward smashes are usually the character's slowest but most powerful smash attack, and one of the character's most powerful attacks, if not their strongest altogether.
**'''[[Up smash]]''': Referred to as "u-smash" for short, inputted by pressing the attack button in conjunction with a tapped up directional input. Typically involves the character forcefully striking upward. Effect-wise, up smashes tend to be roughly in between forward and down smashes in terms of speed and power, though some characters have up smashes that are distinctly more powerful than their other attacks ([[Fox]] being a prominent example of such throughout the series). Some characters also have up smashes that are weaker than their other smashes while being multi-hitting.
**'''[[Up smash]]''': Referred to as "u-smash" for short, inputted by pressing the attack button in conjunction with a tapped up directional input. Typically involves the character forcefully striking upward. Effect-wise, up smashes tend to be roughly in between forward and down smashes in terms of speed and power, though some characters have up smashes that are distinctly more powerful than their other attacks ([[Fox]] being a prominent example of such throughout the series). Some characters also have up smashes that are weaker than their other smashes while being multi-hitting.
**'''[[Down smash]]''': Referred to as "d-smash" for short, inputted by pressing the attack button in conjunction with a tapped down directional input. Typically involves the character striking both the front and back of them, whether at the same time or in succession. Down smashes are usually the character's fastest, but weakest smash attack.
**'''[[Down smash]]''': Referred to as "d-smash" for short, inputted by pressing the attack button in conjunction with a tapped down directional input. Typically involves the character striking both the front and back of them, whether at the same time or in succession. Down smashes are usually the character's fastest, but weakest smash attack, and are instead designed to safely cover both sides of a character when it is difficult to tell which side the opponent is, or if being surrounded by multiple opponents.
*'''[[Space animal]]''': Refers to [[Fox]], [[Falco]] and [[Wolf]], whose combination of fast falling speed and high gravity causes them to be fairly vulnerable to certain combos and chain throws that are less effective against many other characters, especially in ''Melee'' and ''Brawl''. [[Captain Falcon]] is also sometimes lumped into this group, especially in ''Melee'', due to also having a similarly fast falling speed and high gravity that allows him to also get hit by "space animal combos".
*'''[[Space animal]]''': Refers to [[Fox]], [[Falco]] and [[Wolf]], whose combination of fast falling speed and high gravity causes them to be fairly vulnerable to certain combos and chain throws that are less effective against many other characters, especially in ''Melee'' and ''Brawl''. [[Captain Falcon]] is also sometimes lumped into this group, especially in ''Melee'', due to also having a similarly fast falling speed and high gravity that allows him to also get hit by "space animal combos".
*'''[[Special move]]''': A move that has unique or otherwise unusual properties, that go beyond merely damaging a foe, and can be typically initiated from the ground or air. Also called '''B moves'''. Every character has four special moves (three in ''Smash 64''), which are:
*'''[[Special move]]''': A move that has unique or otherwise unusual properties, that go beyond merely damaging a foe, and can be typically initiated from the ground or air. Also called '''B moves'''. Every character has four special moves (three in ''Smash 64''), which are:
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*'''[[Stale-move negation]]''': A mechanic that causes a move to weaken as it is successively used. It additionally only counts moves that successfully hit an opponent; a move that fails to land will not count towards it.   
*'''[[Stale-move negation]]''': A mechanic that causes a move to weaken as it is successively used. It additionally only counts moves that successfully hit an opponent; a move that fails to land will not count towards it.   
*'''[[Sticker]]''': A collectible item that can be applied to characters in the [[Subspace Emissary]] to boost stats.
*'''[[Sticker]]''': A collectible item that can be applied to characters in the [[Subspace Emissary]] to boost stats.
*'''[[Sudden Death]]''': A mode used to resolve ties in VS. mode matches, where all tied players will fight only one stock with 300% damage, while [[Bob-omb]]s start falling from the sky if the players fail to KO each other in time.
*'''[[Sudden Death]]''': A mode used to resolve ties in VS. mode matches, where all tied players will fight only one stock with 300% damage, where the first strike landed leads to an instant KO. Eventually [[Bob-omb]]s start falling from the sky if the players fail to KO each other in time.
*'''[[Tech]]''': The action of pressing the shield button the moment one hits a surface while in tumble or in a launched state to cancel all knockback. When teching on the ground, one can "tech-in-place", "tech roll away", or "tech roll in".
*'''[[Tech]]''': The action of pressing the shield button the moment one hits a surface while in tumble or in a launched state to cancel all knockback. When teching on the ground, one can "tech-in-place", "tech roll away", or "tech roll in".
**'''[[Tech chase]]''': The action of predicting what one's opponent will do when the opponent lands on the ground in a situation where they could've teched.
**'''[[Tech chase]]''': The action of predicting what one's opponent will do when the opponent lands on the ground in a situation where they could have teched.
*'''[[Tether]]''': A method of recovery involving grabbing onto a ledge from a distance.
*'''[[Grab#Tether grabs and extended grabs|Tether grabs and extended grabs]]''': Some characters possess grabs with exceptionally long range, often in exchange for speed. The distinction between a "tether" and "extended" grab is purely technical, based on how the grab is connected to the character's animation skeleton.
*'''[[Tether recovery]]''': A method of recovery involving grabbing onto a ledge from a distance. There are multiple moves capable of connecting to ledges, including an aerial tether grab (a.k.a. "zair"), some special moves, and even a few basic aerial attacks.  
*'''[[Trophy]]''': A collectible object, modelled after specific characters from Nintendo's franchises, that can be viewed in the trophy gallery, accompanied by a short bio of the trophy's subject. Trophies can be obtained by doing various tasks in-game.
*'''[[Trophy]]''': A collectible object, modelled after specific characters from Nintendo's franchises, that can be viewed in the trophy gallery, accompanied by a short bio of the trophy's subject. Trophies can be obtained by doing various tasks in-game.
*'''[[Time out]]''': Refers to when a match's timer runs out, resulting in the end of the match and a winner being announced, or progressing to Sudden Death if two or more players tied. In competitive play, it is also used as a verb, referring to when a player wins a game by letting the time run out while they have a stock or percentage lead.
*'''[[Tilt]]''': The common term for "strong attacks", standard ground attacks that can be performed towards a direction with the control stick "titled" instead of tapped. The are three type of tilts;
*'''[[Tilt]]''': The common term for "strong attacks", standard ground attacks that can be performed towards a direction with the control stick "titled" instead of tapped. The are three type of tilts;
**'''[[Forward tilt]]''': Also known as "side tilt", and referred to as "f-tilt" for short, inputted by pressing the attack button in conjunction with the control stick tilted towards the right or left direction. Forward tilts typically involves the character throwing out some sort of basic attack in front of them, while being somewhere between their jab and forward smash in terms of power, speed, and reach. Usually serves as a quick spacer or weak punisher.
**'''[[Forward tilt]]''': Also known as "side tilt", and referred to as "f-tilt" for short, inputted by pressing the attack button in conjunction with the control stick tilted towards the right or left direction. Forward tilts typically involves the character throwing out some sort of basic attack in front of them, while being somewhere between their jab and forward smash in terms of power, speed, and reach. Usually serves as a quick spacer or weak punisher.
**'''[[Up tilt]]''': Referred to as "u-tilt" for short, inputted by pressing the attack button in conjunction with the control stick tilted upward. Up tilts typically involve the character throwing out some basic attack above them. Up tilts tend to be more powerful than forward tilts but with less reach, and usually serve as a quick ground attack that can start combos and juggle opponents, while being capable of KOing at very high damages, though some up tilts are distinctly powerful and can KO as effectively as smash attacks.
**'''[[Up tilt]]''': Referred to as "u-tilt" for short, inputted by pressing the attack button in conjunction with the control stick tilted upward. Up tilts typically involve the character throwing out some basic attack above them. Up tilts tend to be more powerful than forward tilts but with less reach, and usually serve as anti-airs or quick ground attack that can start combos and juggle opponents, while being capable of KOing at very high damages, though some up tilts are distinctly powerful and can KO as effectively as smash attacks.
**'''[[Down tilt]]''': Referred to as "d-tilt" for short, inputted by pressing the attack button in conjunction with the control stick tilted down. Down tilts typically involve the character throwing out some basic attack that is aimed low in front of them, and are usually the character's fastest tilt, but also their weakest. Down tilts are often useful grounded spacing tools or decent combo starters, depending on the characters. Many down tilts also have the ability to induce tripping, and many can also semi-spike, or particularly in ''Melee'' and ''Brawl'', even meteor smash.
**'''[[Down tilt]]''': Referred to as "d-tilt" for short, inputted by pressing the attack button in conjunction with the control stick tilted down. Down tilts typically involve the character throwing out some basic attack that is aimed low in front of them, and are usually the character's fastest tilt, but also their weakest. Down tilts are often useful grounded spacing tools or decent combo starters, depending on the characters. Many down tilts also have the ability to induce tripping, and many can also semi-spike, or particularly in ''Melee'' and ''Brawl'', even meteor smash.
*'''[[Traction]]''': How much the character slows down on the ground. The lower the traction of a character, the farther they will slide around on the ground from momentum.
*'''[[Traction]]''': How much the character slows down on the ground. The lower the traction of a character, the farther they will slide around on the ground from momentum.
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